[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

Maintenance is complete! We got more disk space.
Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 63 KB, 640x400, 1350872.png [View same] [iqdb] [saucenao] [google] [report]
2327592 No.2327592 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2314243 >>2322262
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently

IRC (Password is in the FAQ.)
Channel: #vr



Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 11/25/2013; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

##Our WADs can be found here!##
http://pastebin.com/5sKRiJzS (old)


200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
Demonsteele: http://zandronum.com/forum/showthread.php?tid=5302
GMOTA: http://forum.zdoom.org/viewtopic.php?p=742401
HDoom: http://hdoomguy.tumblr.com/tagged/hdoom
Metroid Dreadnought: http://zandronum.com/forum/showthread.php?tid=4561
Push: http://zandronum.com/forum/showthread.php?tid=5423
The Space Pirate: http://forum.zdoom.org/viewtopic.php?f=19&t=37064

Doom RPG: http://forum.zdoom.org/viewtopic.php?f=19&t=33292
DoomRL Arsenal: http://forum.zdoom.org/viewtopic.php?t=37044
Hideous Destructor: http://forum.zdoom.org/viewtopic.php?t=12973
Shut Up And Bleed: http://forum.zdoom.org/viewtopic.php?t=47302

>> No.2327593


[04-02] Nuclear Halls, a new map by Adam Windsor (MM2, Requiem, Dmonfear, CChest4 etc.)

[03-30] Valiant (skillsaw's MBF megawad) RC3 is available, only minor bugfixes left.

[03-29] Not an April Fools' joke: Zandronum 2.0 has been finally released.

[03-28] Estranged, a new 32 map Boom-compatible megawad, by Foodles.

[03-27] The /newstuff Chronicles #474

[03-23] Demonsteele v0.8 released.

[03-20] The /newstuff Chronicles #473

[03-18] The Golden Boner Awards: GMOTA/DemonSteele/HDoom/LOVELY.WAD/200minvr/MoAaS
>>2296201 >>2296203

[03-16] Plutonia 64, a remake of Plutonia for Doom 64 EX.

[03-14] Another episode in the Favillesco series, by Nicholas Monti, of Eviltech fame.

[03-13] As promised: Tabula Rasa, a 5-map wad for any source port, by Dewce.

[03-13] Zero-Master retakes the Doom2 speed record by an astonishing 83 (eighty-three!) seconds.

[03-12] Doomed Space Wars, by Pcorf, 3rd beta release

[03-11] OBLIGE v6.20 featuring monster closets

[03-09] GMOTA v0.9.8 finally arrives

[03-08] A mod for Trailblazer from the maker of BD:SE


Please reply to this post with news.

>> No.2327598
File: 45 KB, 500x259, DOOM AND DESPAIR.png [View same] [iqdb] [saucenao] [google] [report]

Why would you do that.
Poor Daisy...

>> No.2327603

Repost for MARK

Are you still here?
Got another bug for ya. preeety gamebraking

Spilled blood hurts monsters.
And they attack the monster spilling it - shoot demon with a shotgun, blood falls on a baron, baron attacks demon.

I think you messed shit up with explosions again.

This is GZDoom.

Simple check - walk right at the zombieguy shooting at ya. Players blood will hurt him, and he'll flinch in pain as he shoots at you.
Pinkies flinch as they eat you. Imps flinch as they charge you.

Man, those demos really don't like hurting you, do they?

>> No.2327605
File: 273 KB, 1024x687, Welp.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2327610

a shiny turd that is

>> No.2327613

Angels have to take their dogs for walks just like everybody else.

>> No.2327614
File: 1.02 MB, 1366x768, Screenshot_Doom_20150403_215523.png [View same] [iqdb] [saucenao] [google] [report]

what the hell are they looking at?

>> No.2327615


The moonlight, with just each other, hand in hand.

>> No.2327616

Looks like the floaters are checking that Imp's ass out. Not sure what the Imp's looking at.

>> No.2327618

that's no moon, that's sandy petersen's bald head!!

>> No.2327619

credits to 40oz, i can't think why no-one's thought to do it before actually...

>> No.2327627


>> No.2327629

Let's play Reelism on Zandro.

Server name: :: [BE] Montreal :: Reelism:Shit just got Reel

>> No.2327635

where's that stygian gym picture when you need it

>> No.2327654
File: 661 KB, 1280x720, archvile_beautyShot2_720.jpg [View same] [iqdb] [saucenao] [google] [report]

What are your favourite remixes or remixers?

Gothic Sandy (my favourite)

Oldskool Demon

Blood Bath

No Man is an Island

Purgatory (This guy is doing the soundtrack for Doom 4)

>> No.2327663
File: 101 KB, 700x2000, gain_elemental.png [View same] [iqdb] [saucenao] [google] [report]

this one?

>> No.2327664


>> No.2327679


Nice hud. Where do I get it? Seems to be DRPG/DRLA compatible.

>> No.2327694
File: 1.38 MB, 1366x768, the little pinky that lived.png [View same] [iqdb] [saucenao] [google] [report]

here http://forum.zdoom.org/viewtopic.php?f=19&t=48074

>> No.2327701

Hey guys, using Zandronum. Is there any mods which really ramp up the enemy count and have lots of wide open spaces? Like a hundred or so enemies on screen at once? Thanks

>> No.2327703

hahaha that poor thing

>> No.2327717



Does anyone think DRLA would be possible to port over to Zand?

I mean, we just ported Reelism so...

>> No.2327724

>I mean, we just ported Reelism so...
that seems like pretty big news, is it not?

>> No.2327726


DRLA is a whole other beast. I doubt anyone is about to go through all of that code

>> No.2327734


Well if we can port reelism and RO, if someone's got enough patience/persistance...

>> No.2327742


I think DRLA is far more complex due to the massive amounts of DECORATE for the several hundred weapons

>> No.2327767


Well, small parts at a time. No need to tackle it all at once

>> No.2327775

Hypothetically speaking, if we just got the basic of drla's modding system (Only core doom weapons to begin with, no assemblies/uniques/whatever), we should be okay.

>> No.2327810

A question I'd rather not ask but do those floating balls have arseholes on their backs?

>> No.2327815

>gain elemental

>> No.2327816

Demons gotta shit too son.

>> No.2327836

you need a zdoom beta to play doomrla as is. it probably isnt even possible

>> No.2327839
File: 7 KB, 675x390, 1428179184.png [View same] [iqdb] [saucenao] [google] [report]

who can say? it might just be an exhaust pipe.

>> No.2327841

A better question would be why do they have two holes.

>> No.2327843

Demons gotta pee too son.

>> No.2327845

It expels gas, it's how they propel themselves

>> No.2327863
File: 371 KB, 480x591, PHBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBT.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2327868

Clearly one expells gas and the other is a cloaca.

>> No.2327870

poon elemental

>> No.2327874

but a cloaca is "one hole for everything" by definition

>> No.2327881
File: 1.33 MB, 8000x625, Hud_scifi_mockup.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey, how does this look? Nevermind the inventory icons though, those are just thrown together.

Figure I need quite a bit more detailing and perhaps some buttons I haven't thought of yet, any suggestions for that is appreciated.

>> No.2327882

lmao are you making a doom point n click

>> No.2327890

>implying a propulsion system has to be part of the intestinal, reproductive or urinary tracts

>> No.2327903


Looks good, but it'll have trouble at lower resolution and/or non-widescreen displays.

>> No.2327906

Yes. Been working sporadically with it a long time. Mouse cursor, buttons and inventory system are fully operational and I'm working with the object interaction now.

>> No.2327945



>> No.2327996
File: 195 KB, 500x643, 1427949646705.png [View same] [iqdb] [saucenao] [google] [report]

Holy shit why haven't I heard about this before? It's fucking amazing, especially with colourfulhell

>> No.2327997
File: 58 KB, 490x497, 1409636576420.jpg [View same] [iqdb] [saucenao] [google] [report]

Whoops wrong image

>> No.2328021




>> No.2328091


This is the first time I've heard of that. Got a link? Googling gave me unreal stuff and funnily enough this thread

>> No.2328101

It is X-Weapons on the ZDoom forums.

Not a bad gameplay mod.

>> No.2328104


Oh hey I remember this, it was pretty coo-

>came out in 2013

Jesus Christ I had no idea

>> No.2328125

is there any up to date assembly list for doomrla?

>> No.2328127

>people thinking Buzzard might quit Doom

he simply got a gf and real life has been keeping him busy, there's nothing to be worried about.

also d44m is coming soon, he got to see the trailer at qcon and he is keeping track of it

>> No.2328135


>> No.2328193



>> No.2328196


I should've figured that not everyone frequents the irc. I was talking about TGDDG

>> No.2328197

Who is that pokemon and who is >people?

>> No.2328204


>> No.2328207
File: 324 KB, 798x598, choc.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there anyway to get Doom to render like it does in DOS or Chocolate Doom in other source ports, mainly Zandronum and GZDoom?

I really like the original low fidelity present in the original game as well as some effects that are very different in other source ports, like pinkys actually turning pink when aggressed. The problem with chocolate doom for me is the low framerate.

>> No.2328210

Should've figured that not everyone knows who the goddamn doomguy is either

>> No.2328215


The goddamned Doomguy. Streams doom and is generally a cool guy

>> No.2328246

I'm not sure what you mean but try ZDoom (rather than GZDoom) or software mode in Zandronum.

>> No.2328249

Are you talking about software renderer mode?

>> No.2328282
File: 796 KB, 1920x1080, comparison.jpg [View same] [iqdb] [saucenao] [google] [report]


Here's a comparison, on the left is chocolate doom, the right is GZ.

I've tried using software rendering mode in Zandronum, it's closer to what I want but doesn't really look the same as Chocolate/DOS.

>> No.2328294

Try ZDoom.
What you're looking for is the pallete for darkness (I forget what it is actually called) instead of Zand/GZDoom's actual darkness.

>> No.2328310

honestly not a big improvement

>> No.2328320

The difference is that Chocolate Doom merely upscales the original 320x200 resolution to whatever you set it to, whereas G/ZDoom actually increases the rendering resolution. The only way to get that look in G/ZDoom would be to actually run the game at 320x200 or 320x240.

>> No.2328331

Tried ZDoom, it is a bit closer to what I want. I probably have to fiddle with it a bit more to get it the way I want.

I'd make a webm comparison instead if I knew how. It looks very different in motion.


This does a good job in comparing though.

I just ran both ZDoom and Chocolate Doom at the same resolution, 300x240. It seems you may be right. Is there really no way to make it upscale?

>> No.2328332

Is there any Doom mod where I can play against waves of demons in a survivalist way until I die? kinda like the Nazi Zombies mode in modern shooters.

>> No.2328335

I think that was a game mode on skulltag way way fucking back when

>> No.2328338


you might need zandronum for it to work right but yeah there's a lot of this shit out there.

>> No.2328347

What is it with mappers and using D1's sky4, TNT's sky3, and to a lesser extent, Plutonia's Sky1?

I've played at least a dozen mapsets that use these.

>> No.2328453
File: 181 KB, 500x484, PepeInsomnia.jpg [View same] [iqdb] [saucenao] [google] [report]

> easter
> 4 holidays
> play Doom non-stop

Such is life...

>> No.2328456
File: 136 KB, 256x308, Shadow_Warrior_Coverart.png [View same] [iqdb] [saucenao] [google] [report]

What's a good source port for this?
I doubt Dosbox is the best way to play.

>> No.2328458

Well, there's JFShadow Warrior but I dunno how good the sourceport it is, and there's that "Shadow Warrior Redux" on Steam if you feel like spending some money.

>> No.2328487

What finished project had the longest development time?

I know Plutonia 2 was 8 years.

>> No.2328498


Longest ACTIVE dev. time? Plutonia 2 I guess

Longest INACTIVE should be Mordeth, naturally

>> No.2328504

Mordeth isn't finished, though.

>> No.2328506


yer right, I read your post wrong, apologies

>> No.2328508 [DELETED] 

Doom sucks. Do yourself a favor and enjoy your Easter, guy.

>> No.2328510 [DELETED] 
File: 98 KB, 624x624, H9DUFW.png [View same] [iqdb] [saucenao] [google] [report]

>Doom sucks

>> No.2328513

What, no. I love Doom. I'm bad at this.

>> No.2328528

So can anyone help me figure out why the floor isn't an instakill when i play Push?
Is it a DMflag i'm missing or something?

>> No.2328591


>>>/wsg/599218 !!!

Haha sorry I'm joking of course.

>> No.2328597


Don't changemap to an area.

map push01

Also make sure the mode is either DM or LMS. Co-op breaks things.

>> No.2328601

>Plutonia 2 was 8 years

I hope TNT2 and TNTR don't take that long

>> No.2328608
File: 352 KB, 500x388, 1366963453132.png [View same] [iqdb] [saucenao] [google] [report]

>read that as "I hope NTR don't take that long"

I'm off.
Goodnight, /doom/.

>> No.2328640

I've done exactly that and the floor doesn't instakill. It just makes the screen go red

>> No.2328682

Are there any good ACS/Decorate tutorials, that cover creation of HUDs, scren effects and such?

I have some programming skills, but no knowledge of ACS.

>> No.2328683

> and there's that "Shadow Warrior Redux" on Steam if you feel like spending some money.
>tfw I got that for free when they were handing it out

>> No.2328696


ACS huds are very simple. What you do is correctly include and define any image in your .wad file, and then use SetHudSize, SetFont, and HudMessage commands to display it. Basically you set your image as your "font" and send the letter "A" with that "font" to display it.

>> No.2328698

What I meant by HUD, was actually inventory system, where every item is a combo of images.

I know the algorithm, and how to do it /theoreticaly/

Has anybody ever done a dinamyc on-screen inventory with slots and stuff, not like Diablo, where every item can occupy several slots, but with one item per slot?

>> No.2328701

basically put that guide is too minimal and simple. i need a guide onto more advanced tricks and techniques.

every language has some unconventional solution and quirks, and I cant seem to find anything on that quirks for ACS

>> No.2328705
File: 2.74 MB, 320x240, Sequence 01_2.gif [View same] [iqdb] [saucenao] [google] [report]

oh right, yeah I've actually made one. At least mostly. Those numbers represent items.

>> No.2328710

Looks almost exactly like what I want - I want it on main screenspace and in a different grid, and it would be several images combined and scrolling, and then my head explodes from its possible complexity and how much would it strain poor ZDoom

Is this thing released? Can I look at the code?

>> No.2328715

>Is this thing released?
Not for some time.
> Can I look at the code?
I'll see if I can gather the parts you need. It only supports picking up, displaying and scrolling through items (numbers) as of now.

>> No.2328728
File: 346 KB, 2197x1463, bear.bearpg.jpg [View same] [iqdb] [saucenao] [google] [report]

Bear bear bear, bear bear BEARS!

Server: :: [BE] Montreal :: bears
Password: no password :D

>> No.2328736

Alright, now keep in mind this is an ancient build where the code is loaded with nonsensical decisions and variable names, but you might just find some inspiration. I'm self taught in ACS and can't write a line of code in anything else...

filedropper.co(remove this, spam filter)m/inventoryforanon

>> No.2328746
File: 83 KB, 467x700, 1420410282819.jpg [View same] [iqdb] [saucenao] [google] [report]


Bears? What the fuck is this sh-



>> No.2328754

Oh, neat.
I need them streams man.

>> No.2328762

Thank you!
I've been doing something with procedural item gneration (Borderlands 2 weapon mod), so far only on conceptual level, looking for what's possible and what isn't. I've pretty much figured how to combine gun parts together on screen to get an actual working weapon.

The item generation will have to look something like this:
1) Player has loads of "token" items for each slot, like Slot12_var1..., ammount of items determines value. ACS determines which slot player looks at, reads ammount of items and shows information accordingly (plastering together images of weapon parts), while calculating the stats, and shoving those into different global variables. Actual algorithm is ridiculously long.

2) The generated item is summoned into the world as actor, and then said actor's inventory is filled with "var1,var2..." items according to the procedure. When player targets the generated item, the item gives him basic "varX" tokens, which is shown on screen (player examines weapon).

When player takes weapon, he has to activate actor, which will throw "Var" items around and transform them into slotted token items.

>> No.2328764

When player equips a weapon, he actually just switches "active slot", which actually removes all his weapons, and gives him one of the "archetype" weapons with variable parameters and sprites. Sprites are combo of regular and flash state, precombined through textures.lump, and the base sprite name, as well as weapon parameters are determined by ACS depending on ammounts of "var" items in the selected slot.

In fact, player will always have only one weapon, but it gets removed/transformed/given back on switch.

THe weapon archetype itself has a lot of jumps that depnd on previously established global vars to give it variable fire rate and reloading speeds.

So far Im figuring the algorithms Ill need, as well as experimenting with actual sprites from the game that will go into making the animations. I dunno how they will look like (probbsbly wonky due to being limited to 15 stills per part) I'll try to present some maually-made ones some day soon, and then ry to remake them through TEXTURES lump and decorate

>> No.2328772

That's extremely interesting, and I'd love to take a peek at your code some time.

Speaking of borderlands, I'm working on a script that finds the screen coordinates for any actor you're currently looking at, which could be used to display health bars/numbers that hover over the heads of monsters. The big problem is that it works strangely in OpenGL mode due to the simplified projection model.

>> No.2328787

Is there a de facto sound replacement mod yet?

I lost the one I was using and can't remember the zdoom thread it was buried in.

>> No.2328790

Perkristian's, probably.

>> No.2328792

Not him, but that doesnt even feel finished. Too many sounds that didnt get the HQ treatment.

Some sounds also sound off without the distortion.

>> No.2328819

Floating bars were already made by somebody and posted in webm here, 6 or 7 threads ago.
In BDL, however, bars do not float, and instead are shown above player's crosshair, which is also easier to do in ACS, and something like that already been done in several mods, most recent of which is ProDOOMER (ZDoom forums), which also has floating damage numbers, just like Borderlands.

>> No.2328846 [DELETED] 
File: 75 KB, 640x384, Screenshot_Doom_20150405_082704.png [View same] [iqdb] [saucenao] [google] [report]

>tfw making a beta uprising doom wad

>> No.2328850
File: 830 KB, 500x375, DAMN DOG.gif [View same] [iqdb] [saucenao] [google] [report]

I hope you die.

>> No.2328851 [SPOILER]  [DELETED] 
File: 64 KB, 640x384, 1428239940228.png [View same] [iqdb] [saucenao] [google] [report]

Guess what the health bonuses are?
Red pills
The armor bonuses are the skulls of normies

>> No.2328852
File: 3 KB, 224x158, ( ͡° ͜ʖ ͡°).png [View same] [iqdb] [saucenao] [google] [report]


>> No.2328854


>> No.2328858
File: 2 KB, 300x363, LARGEREE.png [View same] [iqdb] [saucenao] [google] [report]

I'm on my windows xp system, sorry

>> No.2328859

>screenshotting that many times
>pikcing the one that has the "captured" text

>> No.2328862
File: 2 KB, 289x327, STFST31LARGE.png [View same] [iqdb] [saucenao] [google] [report]

pls no bully

>> No.2328865
File: 52 KB, 499x499, 1411530998216.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2328872

Beta peashooters shoulda shoot blood. the more blood beta spilled, the more blood it will shoot

>> No.2328881

>windows xp

>> No.2328890
File: 58 KB, 960x591, what is he licking.jpg [View same] [iqdb] [saucenao] [google] [report]

Ooo I like it

>> No.2328896 [SPOILER] 
File: 351 KB, 1024x768, 1428241814360.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2328897
File: 24 KB, 722x349, 1417610139067.jpg [View same] [iqdb] [saucenao] [google] [report]

>red pills
>not GBP that you can use to buy tendies from the ingame store

>> No.2328898
File: 699 KB, 1776x1000, Screenshot_Doom_20150405_025735.png [View same] [iqdb] [saucenao] [google] [report]

I jumped on the Reelism Zandro server and it was wonky, the player wasn't being detected properly until I suicided and respawned. Then I tried firing a super weapon and it crashed.

Russian Overkill worked a lot better on Zandy, thought the mapset choice was far too tame for Russian Overkill. Maybe something like Dark Tartarus might be more fitting.

>> No.2328942
File: 2.06 MB, 1920x1080, Screenshot_Doom_20150405_161902.png [View same] [iqdb] [saucenao] [google] [report]

...And here it is in-game and ~50% clickable.
Time to make the interaction commands actually work and then to upgrade the inventory to log more than a single number in each slot.

>> No.2328986


>> No.2328996

>Playing through Doom 64
>So far the game seems easy, and the guns are even more powerful that on Doom 1/2, except the super shotgun, for some reason
>Still play it like a scared cat

That music and graphics, man.

>> No.2329006

I know right.
The demons in particular did it for me.

>> No.2329007

Thoughts on Tyson maps?

They're good fun, in my books.

>> No.2329038
File: 221 KB, 825x589, Happy thanksgibbing.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2329064

>Glass isn't a bonus health

>> No.2329073

>final result is -13 and a half


>> No.2329078

what this nigga >>2329073 said

>> No.2329079

I think you're missing some wobbly lines in there.

>> No.2329084

I was just putting in random numbers and signs.

>> No.2329101


We said the same thing about RO and Reelism...

>> No.2329112

Wait, so it's the mouse cursor + clickable icons thing you need rather than the actual inventory system? Because the latter is literally the same in that one as in the file sent you, minus the graphics.

>> No.2329165


Yeah, and it still holds up for DRLA.

>> No.2329187


"we won't be able to port RO to z&"
>we port RO to Z&
"we won't be able to port reelism to Z&"
>we port reelism to Z&
"we won't be able to port RLA to Z&"

>> No.2329196

>people were mistaken about something, therefore they were mistaken about all the things

>> No.2329208

I'd want that too, since that would allow to make pointnclick inventory interface.

Unfortunately, my HDD died taking away all the progress and most of the rips I made, and the laptops I'm on now is unable to run BDL2 at reliable rate (about 11-14 fps). I stil might be able to rip visuals of the parts I need, but that would take way longer =\

The HDD was a part of my mainrame, which I had on warranty as a whole, and if I want it to be repared through warranty I have to hand it down with everything else, not just HDD. This is all so stupid. Today is one of the worst days I had in quite some time.

>> No.2329212

>implying Z& will get up to date with current ZDoom features any time soon

>> No.2329213
File: 67 KB, 132x146, huge ducks big.gif [View same] [iqdb] [saucenao] [google] [report]

you too m8! Maybe I can get back to spriting now that I have some time off.

>> No.2329220
File: 163 KB, 985x811, revenant_by_emortal982-d65kwck.jpg [View same] [iqdb] [saucenao] [google] [report]

>Unfortunately, my HDD died
HDD crashes are the most horrible things in the world. It can really dent one's motivation. It's so damn important to make backups on external units or cloud storage, but I don't even do it myself. Hang in there bud.

Here's a basic mouse cursor. Puke 99 to use it.

#include "zcommon.acs"
int CursorMode = 0 ;
int mouseposx ;
int mouseposy ;
int mousesensx = 60;
int mousesensy = 34;
//this is for widescreen - change mousesensy to 45 for 4:3 resolutions
int fixedscreenwidth ;
int fixedscreenheight ;

script "initialize" enter
FixedScreenWidth = ((Getcvar("vid_defwidth")) * 1.0);
FixedScreenHeight = ((Getcvar("vid_defheight")) * 1.0);

script 99 (void)
if (CursorMode == 0)
CursorMode = 1;
acs_namedexecute ("inmenu", 0);
SetPlayerProperty(0, 1, PROP_totallyFROZEN);
CursorMode = 0 ;
mouseposx = ((FixedScreenWidth / 2 ) / 65536) ;
mouseposy = ((FixedScreenHeight / 2 ) / 65536) ;
SetPlayerProperty(0, 0, PROP_totallyFROZEN);
acs_namedexecute ("inmenu", 0);
script "inmenu" (void)
mouseposx = ((FixedScreenWidth / 2 ) / 65536) ;
mouseposy = ((FixedScreenHeight / 2 ) / 65536) ;
while (true)
Sethudsize ((Getcvar("vid_defwidth")), (Getcvar("vid_defheight")), false);
if (CursorMode==1)
int mouseyaw = GetPlayerInput (-1, INPUT_yaw);
mouseyaw /= mousesensx;
mouseposx -= mouseyaw ;
int mousepitch = GetPlayerInput (-1, INPUT_pitch);
mousepitch /= mousesensy;
mouseposy -= mousepitch ;
hudmessage(s:"A"; HUDMSG_FADEOUT, 3, cr_untranslated, (mouseposx * 1.0), (mouseposy * 1.0) , 1);

>> No.2329221

who is "we", anyway? are the original authors involved?

>> No.2329224

>my HDD died
everytime man
when will people learn to make some backups

>> No.2329246

How do you guys feel about saving mid-level?

>> No.2329256

If i had the money for another HDD, that woud'nt be an issue. However with my 8$ a day it sort of is.

>> No.2329261

Depends on the level. I don't do it vanilla maps.

>> No.2329264

fine for learning a level or playing leisurely or through a really huge map like Deus Vult.

however i don't consider i've beaten a level properly until i've done it 100% from a pistol start without saves.

these are my own standards to which i hold myself. others may hold themselves to different ones and that is fine.

>> No.2329282

Depends on the level but usually I'll savescum the fuck out of anything I'm playing for the first time. Then I git gud until I no longer feel the need.

>> No.2329287
File: 137 KB, 1440x1800, 1353183.jpg [View same] [iqdb] [saucenao] [google] [report]


Ribbiks is at it again

>> No.2329305

man that guy really likes purple

>> No.2329321


Purple is a nice color.

>> No.2329335

Could I please get a link to NERVE.WAD?

>> No.2329337
File: 6 KB, 820x336, 1428263183.png [View same] [iqdb] [saucenao] [google] [report]

imagine if indigo had actually been a shade of purple, instead of grey

>> No.2329343

how the fuck am i supposed to naviage around in T.N.T. jesus fuck like almost half way through the game and these levels are confusing as shit

>> No.2329345


can't wait for more trial and error

>> No.2329349

i think there's one in iwads.zip from our faq

>> No.2329356


Nevermind. Found it here: http://doom4ever.free.fr/download_wads.htm

Hashes did match.

>> No.2329447
File: 849 KB, 825x589, Fixed.png [View same] [iqdb] [saucenao] [google] [report]

For you anon. Happy Easter.

>> No.2329451

10/10, thanks.

>> No.2329469
File: 1.07 MB, 5000x5000, 1364532810158.jpg [View same] [iqdb] [saucenao] [google] [report]

>Russian Overkill can be played on zandronum now
>It lacks stuff of course but you can still cause massive explosions
>Remember about the Skulltag data+actors
>Spread rune Ion Storm Laser

>> No.2329512

Is there anywhere I can find a balanced version of Russian Overkill, I like the weapons but even the msot insane slaughtermaps are made easy.

>> No.2329517

Have you tried jacking up the difficulty?

>> No.2329529

Raise the difficulty+ColorfulHell

>> No.2329536

Am I suppose to use my fists to get my first weapon with RO? Cause the pistol disappears when I fire.

>> No.2329542

Nevermind. Some other shit I had on autoload that fucked it up.

>> No.2329683
File: 2.58 MB, 1543x2898, 1423224643608.png [View same] [iqdb] [saucenao] [google] [report]

At what point can Mouselook be considered game breaking?
Pic not related

>> No.2329704

Maps with long sightlines that autoaim stops accounting for. Some maps like Map15 Industrial Zone come to mind, sniping monsters across the lava river from the spawn. Not so much gamebreaking as just cheating a bit.

Also when you can walk up to a ledge a monster is on, point straight up and shoot it from there when otherwise you'd both have to expose yourselves to fire to hit each other.

Using freelook to rocket hop up a ledge in a vanilla map.

Nothing to flip shit over but pretty cheap moves to pull off.

>> No.2329742
File: 23 KB, 640x480, h61eyeTJW1r2g7mto1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]


>tfw just backed up my resources and shit

I've learned my lesson

>> No.2329745

>Maps with long sightlines that autoaim stops accounting for.
I'm guilty of abusing this

I stopped doing the second one long time ago when i started feeling it wasn't fair at all. Never did the third one since it's practically jumping, and jumping in vanilla doom is a sin for me.

Yeah i know but i just want the most genuine doom experience possible while using mouselook, and GZDoom

>> No.2329749

Rocket launcher in general becomes much better in tight spaces / against flying enemies.

Firing at an enemy behind meatshields when you're at a higher ground (plataform surrounded by pinkies, aiming directly at archvile behind them).

Shootable switches too obviously.

IMO only rocket jumping and shooting switches you're not supposed to yet are gamebreaking, everything else just makes combat slightly easier, but then again some people love to ruin their own fun by squirming through bars to skip 99% of a level, so I dont see why sequence breaking by exploding your knees is so bad.

>> No.2329809


Anyone knows the name of this .wad?

>> No.2329835

Yeah, the only thing more niche than the RL is the BFG. Freelook makes the RL almost as versatile as an SSG.

>> No.2329858

Wish it had some kind of pixellation shader or something so you can have the benefits of a modern display while keeping the oldschool look and feel.

>> No.2329872

I dont even use freelook myself. I only use mouse for turning.

I just don't find freelook necessary. And it looks weird in software mode.

>> No.2329880
File: 113 KB, 200x200, DICK KICKEM.png [View same] [iqdb] [saucenao] [google] [report]


It's in the name of the video, buttmunch.


spoiler: It's not very good

>> No.2329886


And what if he meant the mapset, dorktwinkle?

>> No.2329892

Been a while since I played Wonderful Doom. Deecent megawad, despite it being remakes.

That gameplay mod looks eh, though

>> No.2329903


Was talking about the maps.


Thanks, yeah I tought the same, too, only the maps used caught my attention.

>> No.2329978

There we go. I've fixed DemonSteele for Z2.0, I think.
Server's up now if you want to weeb along with others.

:: [BE] Montreal :: DemonSteele - Come With Me To Anime World

>> No.2330012

So will we ever see a wad called "Where the fuck is it?"

>> No.2330018



>> No.2330079

>doom 2 reloaded
>e1 is decent, but nothing memorable. Maps 01 and 07 are crap.
>e2 is fantastic. Easily the best levels of the megawad.
>e3 is mixed bag. Some good levels, and some duds.

E2 is something I could highly recommend. but the rest of D2R, not so much.

>> No.2330101

>tfw I can't play Doom without Mouselook
I'm sorry for being so casul, Not using mouselook bothers me, and turning with keys doesn't feel any where near right.

>> No.2330106

As long as you have vertical aiming turned off it's just fine.

>> No.2330109
File: 13 KB, 234x232, lifechoices.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm so sorry

>> No.2330160

Wouldn't say Map01 is crap. But its certainly weak for Map01 standards. Not a good idea to start the first map inside a pointless room. And the shotgun a bit later than I would like.

>> No.2330162
File: 645 KB, 1600x900, 1358435.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2330239
File: 92 KB, 800x500, hbMET5W.gif [View same] [iqdb] [saucenao] [google] [report]

I normally only stick to 4chan but I thought this was amusing. Who would read those books all the way at the top of the pillar, a Cacodemon? He doesn't even have any arms.

>> No.2330245
File: 175 KB, 1280x1152, scrap848_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Pain elementals often find work as librarians in the cramped, twisty mazes of Hell's halls of hellish learning.

>> No.2330283
File: 10 KB, 234x250, 1422352321063.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone else get slightly depressed when playing Doom?
Haven't played in years so I started playing through Ultimate again yesterday, and I got sad because after all these years nothing comes close to Doom. I mean my personal favorite is Unreal, but Doom is just the best, and it's sad how the genre has been taking steps backwards ever since its release.
This maybe a bit extreme, but I always get that feel when I play Doom.

>> No.2330290

There will always be megawads, old and new.
Enough gameplay to last a lifetime really.

>> No.2330296
File: 24 KB, 640x480, Doom64Imp-Doom64ex.jpg [View same] [iqdb] [saucenao] [google] [report]

I love how the Doom 64 Imp looks and hell the Pain Elemental looks great as well, but what were they thinking with the Cacodemon? It just looks as silly as the Imp does in vanilla Doom.

>> No.2330335
File: 303 KB, 1440x900, DOOM64 2015-03-09 01-31-31-901.jpg [View same] [iqdb] [saucenao] [google] [report]

Cacos and PEs switching colour schemes felt like a dumb move, and giving the PE a bright red horse mane just made me question how they thought of that. The caco didn't need an eye that size, either.

The rest of the redesigns besides the PE, Caco, and fatso are great, though. Arachs look more like the walking tanks they are. Shame the zombies are basically just palette swaps.

>> No.2330343

I never noticed the mane on the Pain Elemental, does look a bit silly, but I do dig the double mouths. The way the mouths come out makes it looks so alien and hellish at the same time, possibly some sort of pathogen.

I am happy that they didn't include some of the other monsters due to how the game is designed, it is pretty cramped and trying to get a better position on a Revenant would be a pain in the ass.

>> No.2330362
File: 155 KB, 1920x1080, Screenshot_Doom_20150406_084320.png [View same] [iqdb] [saucenao] [google] [report]

Just started playing doom yesterday, so excuse my newfaggotry

Is there a reason I'm stuck on this static image, or is it a bug?

>> No.2330363

You just beat episode 2, press Esc and open up episode 3, Inferno.

>> No.2330365

Ah, okay. I actually did that but figured I might have missed something by doing it.


>> No.2330372

>Anyone else get slightly depressed when playing Doom?

not at all, not ever, not in the slightest.

i am thankful every day that for me the lunacy of the modern industry is merely a distant, muffled noise, floating in from far away.

>> No.2330392

I have a question about Hell Revealed 2 - is level 10 (Base Blaze) supposed to be a pistol start? It feels much easier than the previous levels and it gives you weapons from shotgun to rocket launcher. Level 11 then gives you a plasma. The fights in both these levels would be pretty trivial with a BFG. However, the game let me start with all the stuff I had in level 9. Is that perhaps due to some bug in ZDoom or due to an outdated ZDoom version?

>> No.2330402

There are no "death exits/forced pistol starts" of any kind in HR2.

And map10 is an awful map. The "lol that was too easy" beginning falls flat on its face, when the stuff after the fake exit isn't even hard.

It's Interesting considering the other two maps from the same author (17, 22) are actually good, despite being more Plutonia in vein than Hell Revealed.

>> No.2330410
File: 30 KB, 640x480, 1428326806.png [View same] [iqdb] [saucenao] [google] [report]

>the stuff after the fake exit isn't even hard.
i just got jumped by 6 revenants in a room about twice the size of the e1m1 exit :(

>> No.2330417

Theres still a moderate challenge in the level. But for Hell Revealed standards, the spike in difficulty that was supposed to happen after the fake exit just wasnt there.

Map32 in Scythe 2 did the fake exit thing a lot better, since before it, its a typical easy map01, and after it, becomes a full on slaughter.

>> No.2330425


What game is that from?

>> No.2330432

>There are no "death exits/forced pistol starts" of any kind in HR2.
i thought there was one? or am i thinking of a different megawad?

>Map32 in Scythe 2 did the fake exit thing a lot better
agreed, plus it was Warrens' "extended copy of a previous map" gimmick crossed with Go 2 It's "remake predecessor's MAP01" but Scythe-specific. if hr2m10 was a tribute to anything it wasn't clear.

>> No.2330438

>or am i thinking of a different megawad?

You are probably thinking of the Scythes, Speed of Doom, and Resurgence.

>> No.2330440
File: 176 KB, 320x240, hr2m14end.webm [View same] [iqdb] [saucenao] [google] [report]

no, i checked -- seems hr2 map14 has a death exit

>> No.2330445

>>2330440 (me)
...except it's a sector type 11 that doesn't force a pistol start of the next map.
your first post explicitly mentioned forced pistol starts.
oh boy is my face red.

>> No.2330448

Thats not a death exit. Thats a trap. You can avoid it.

>> No.2330451

Acually no. There are indeed unavoidable barrels. However. After multiple attempts through the exit, none of them killed me.

>> No.2330452

hmm, curious. how can it be avoided? i see there is another exit, but it seems only available in deathmatch, unless i have missed something.

>> No.2330458

read >>2330451

Its still not a death exit. It seems to be more about making you have low health.

>> No.2330459

>After multiple attempts through the exit, none of them killed me.
yes, as you undoubtably know, a type 11 exit damage sector effectively confers immortality but the game exits if your health drops to 10 or less.

i thought you had a clever trick to avoid the barrels and exit damage sector entirely.

>> No.2330463
File: 99 KB, 1024x768, doomsdayengyne.jpg [View same] [iqdb] [saucenao] [google] [report]

Still no models?

>> No.2330464

>i thought you had a clever trick to avoid the barrels and exit damage sector entirely.

I literally just said in the very post you replied to that I was wrong about avoiding them.

>> No.2330465

It amazes me to this day that doomsday engine still exists. What with it being one of the only non-purist source ports to not even have boom support.

>> No.2330473

So I'm playing Vile Flesh. Was this the right way to load it?

gzdoom.exe -deh VILE.DEH -file VILE.WAD

Also, why under MISC options in zdoom is "Load *.DEX/*.BEX lumps" set to never by default? Wouldn't that break maps that rely on the hacks?

>> No.2330476

Models for DooM look fucking hideous.

>> No.2330493

I wish we had Doom..but with updated 2D graphics

>> No.2330502

Thats a damaging sector exit. You don't die from those. It just reduces you to really low health, and then exits once you have less than 11% health.

>> No.2330513

What it feels like to play Russian Overkill online.


>> No.2330548

i do beg your pardon
indeed, thank you

>> No.2330584

hahaha nuts

>> No.2330635

>What with it being one of the only non-purist source ports to not even have boom support.

This part confuses me. Why do they continue to insist on not supporting boom format? I could understand if we were still in the late 90's/early 00's, where boom maps were rare. But boom format maps have been on the rise since the mid-00's. Hell, MBF format wads have been slowly becoming a thing, too.

>> No.2330651

probably seen as a lot of work for volunteer devs with other priorities

>> No.2330691

i really wish someone did voxel monsters, i'm sure it would look perfect

that too, something hand drawn or new sprites based off the artworks, not upscales of the original ones

>> No.2330697


what's fucking wrong with the sprites?

>> No.2330729

Are there any notable mods for Doom 64? Weapon mods?

>> No.2330740



>> No.2330750

>for Doom 64

there's a bunch of maps for D64EX laying around that people haven't tested at all.

someone is doing a few levels from Plutonia for D64EX too

that's about it

>> No.2330752

If Eternity had a better midi player, and full OpenGL (complete with software hackery trick fixes), I would literally stop using PrBoom+ for my traditionalist needs.

>> No.2330762
File: 124 KB, 609x607, 1383193301369.jpg [View same] [iqdb] [saucenao] [google] [report]

had a chortle m8

>> No.2330782


>> No.2330794

Eternity has more features than PrBoom+, while still keeping a classic feel. Has mapinfo support, and I believe theres plans for UDMF support.

But Eternity uses SDL midi player which is buggy as hell on modern OSes. It completely lacks a full OpenGL renderer mode. And forgot to mention, but theres also no support for PNGs. If these were remedied, then the only thing PrBoom+ would really have over Eternity is that its better for recording/playing demos and playtesting.

>> No.2330801

>Has mapinfo support, and I believe theres plans for UDMF support.

This is on top of Eternity's own format, btw.

>> No.2330824

What version of Duke Nukem 3D is worth buying?

>> No.2330834


Megaton from Steam because it has official add-ons, but use eduke32.

GOG is just original Douk Atomic Edition.

>> No.2330879
File: 57 KB, 250x250, 1427397092725.jpg [View same] [iqdb] [saucenao] [google] [report]

holy shit people play doom using keyboard only?!

>> No.2330885

We used to call keyboard-only players a "tractor drivers" in Russia

>> No.2330893


lol. some people did get really good at keyboard fps though, Greg Kirkpatrick from Bungie could supposedly whip ass with it in Marathon multiplayer...and Marathon was designed for mouselook.

>> No.2330908


No. I will however, be depressed when it comes to the fact that there will never be a game like the original planetside.

>> No.2330920

Well, they used to say that controller does not matters, only skill matters, and then the Quake came, and they all gone extinct like dinosaurs. Now, people like to say that gamepads are perfectly fine for FPS games, yet every attempt of cross-platform multiplayer ended with PC players wiping the floor with everyone else, regardless of skill

>> No.2330924

>>2330879 >>2330885 >>2330893

http://doomedsda.us/player34lmps.html (Ryback)
http://doomedsda.us/player229lmps.html (vdgg)
http://doomedsda.us/player305lmps.html (SAV88)

to the best of my knowledge, these guys are all keyboarders. they put me to shame.

>> No.2330936

Guy who just started playing doom yesterday here

X-axis only mouselook is fine, right? Not a filthy casul or anything?

>> No.2330943


Yes. That's how Romero played.
Welcome to the game, enjoy your stay.

>> No.2330945

Really just play the game however the fuck you want. Most modern maps are designed with mouse-speed and strafing in mind anyway. Although it's worth mentioning that playing with full freelook and autoaim off bends the gameplay somewhat. See >>2329704
I personally play most maps with X-axis mouselook only. Although for some reason I prefer freelook with certain gameplay wads like BD and Demonsteele.

>> No.2330946

Alright sweet.

>> No.2330948

turning with the mouse is fine, yes.

please don't confuse the issue by calling mouseturning "mouselook", though, please use that term for looking up and down with the mouse (also known as "freelook").

>> No.2330952

>Although for some reason I prefer freelook with certain gameplay wads like BD and Demonsteele.
probably because those mods are designed with freelook in mind, duh

>> No.2330964

>are designed with freelook in mind, duh
I really like that demonsteele has accommodations for non freelook, though
That norecoil option is wonderful, and with autoaim on the shotgun flattens like a normal shotgun

>> No.2331026

How would they do that? Are they just going to use Doom 2's Chaingunners, Revenants, and Archviles?

>> No.2331128

not using mouselook makes the game like 1% harder, it really doesn't matter

>> No.2331260
File: 22 KB, 346x367, voxels.png [View same] [iqdb] [saucenao] [google] [report]

>i'm sure everything would look perfect

>> No.2331262

Is it possible to make 2.5D shooter with vector images used as sprites?

>> No.2331264

There's also the major problem of being unable to animate voxels.

>> No.2331301

What are some good maps to play for the first time using Metroid Dreadnought?

>> No.2331310


Back to Saturn X
UAC Ultra

>> No.2331454


I play Doom a lot on my laptop, I also don't like the combination with a portable mouse, so I just go the classic binds (arrow keys + spacebar + ctrl)

>> No.2331587

>it can be far worse than this
TAT41 has skulltag rune spawners, get people to grab a spread then spam hindenburgs and see what happens.

>> No.2331593

If that happened in a 64-player DM, Humanity would reset.

>> No.2331687

>and see what happens.

Russian Overkill banned from Best-Ever, that's what's gonna happen

>> No.2331758

Plenty of skilled speedrunners do.

I actually used to be keyboard only, myself, back when all I knew was the shittiness that is Doom 95. I use mouse for turning nowadays, though.

>> No.2331846

Why would you not make a webm of this? Lel

>> No.2331850

so, we have a massive modding community, almost more modders than players, we have some extremely talented people lurking these very threads, Doom is an extremely versatile and flexible engine, with literally dozens of high quality source ports...


I like sprites too - but the Z-Axis is "tortured", at best... Voxels would be fantastic, but those can be hard, so why can't we make a decent model pack? Seriously, this would be amazing for the experience on more vertical mapsets.

>> No.2331858


Because the focus in the Doom modding community is, and will always be, the maps

Also, models won't immediately make people think about doing maps with vertical experience in mind

Also, you sound like you want people to do the work for you

>> No.2331865
File: 472 KB, 1920x1080, screenshot_imp_01.jpg [View same] [iqdb] [saucenao] [google] [report]

It's plenty easier to sprite than it is to model. Especially high-quality models with high quality animations. That's a whole different area of specialization than making maps, writing code or drawing spritework.

Plus, almost everyone asked thinks models, no matter how fancily crafted (mind we're limited to Quake 2 and Quake 3 formats), look out of place in PC Doom.

>> No.2331867
File: 216 KB, 1000x749, IMG_0292.jpg [View same] [iqdb] [saucenao] [google] [report]

I got a copy of Doom64 with a pretty crappy label, so I decided to replace it. I got it but I figured it was way too plain, so I made it more like the boxart with my editing skills. Any thoughts?

>> No.2331915

A decent model pack will never look good, unless the game gets remade on a newer engine with modern effects, and has a team of professionals doing the models and level design.

No source port is even close to powerful enough to support models that look modern. The best we can do is Quake 2/3 quality models. And there's no way to even make the models fit within Doom's aesthetic. This is why theres no model packs worth anyones time.

>> No.2331996


Heh. iSpook's doing lame things he'll probably never finish again.

>> No.2332021


a shame your scissor skills are that of a palsy child

>> No.2332029
File: 375 KB, 116x128, 1404325270072.gif [View same] [iqdb] [saucenao] [google] [report]

Finally - an assault rifle using alt-fire for underbarrel grenade launcher instead of iron sights.

>> No.2332039

the GL looks weak, especially as you have exploding rounds (?)
i hope you'll give it a bit more oomph

>> No.2332043

Yeah Primary fire's Demo-ammo shots, Alt-fire's a cluster grenade. It does look a bit weak, but it takes 19-ish shots to down a cyber-demon in it's current level of tinkering (Where Primary fire take 122-ish shots to Down a Cyber-demon.)

>> No.2332073


i think if you were limited to 2 or 3 weapons, like in some console thing, then combining two weapons by using altfire makes some kind of sense.

but in doom, where you can carry anything up to 9 even in the vanilla game, weapons with two different functions seem kind of unfitting.

i don't know, maybe i'm overthinking it.

>> No.2332076

>almost more modders than players
i doubt this somehow

>> No.2332080

well unless he means on /vr/ where everyone and his dog is coughing out halfassed zandronum gameplay mods by the spitoonful.

>> No.2332085

You see, while you technically have 10 keys (0-9) for weapons, it is inconvenient to press number keys after 5, and weapon change through mouse wheel is not fast enough. So I would prefer as much weapons crammed into first 5 keys as possible.

>> No.2332086

ah. i suppose that makes sense. in fact, yes, you have a good point there. carry on !

>> No.2332090

Another thing is that weapons with alt-fire are just more interesting. Compare the arsenal of Quake with arsenal of Unreal. Or compare Doom and Blood weapons.

>> No.2332102

>Another thing is that weapons with alt-fire are just more interesting.

i just find them confusing. in doom, you just select the rocket launcher and the fire key is always the same. you don't have to think "i must select the machine gun and press a different fire key"

i suppose it doesn't help me that i don't have enough mouse buttons to put altfire on the mouse, making using altfire awkward. but that's my problem, no-one else's, of course.

>> No.2332105
File: 662 KB, 3072x2304, Apple-ADB-mouse.jpg [View same] [iqdb] [saucenao] [google] [report]

>i don't have enough mouse buttons

>> No.2332107

>"i must select the machine gun and press a different fire key"

Luckily this is just an alternate explosive. I'm sure the RL-slot weapon will be simpler to use.

>> No.2332168

You don't even have a mousewheel?

>> No.2332176

two usable buttons, left and right, which are used for "fire" and "run forward". as for the middle button / wheel, see below.

i tried the middle button / mouse wheel as altfire but found it awkward to press; it tends to change weapon by accident instead, not often but often enough to be annoying. mouse wheels are designed to scroll first and be buttons second, unfortunately.

>> No.2332198 [DELETED] 

Surely something akin to "voxel sequences" exists?

>> No.2332203

Surely something akin to "voxel sequences" exists?

>> No.2332215

>on doomwiki.org
>megawads page
>lists possest as a notable megawad
>play it
>doesnt contain any maps
>just a shitty gameplay mod

How the fuck did this get on there?

>> No.2332221


you sure it was THE doomwiki and not the wikia clone?

because I am at the doomwiki page right now and I don't see anything

>> No.2332223


also, a quick google search gave me a hint on why and who added it

>> No.2332229

Yes, you make separate voxel models just as you would a separate sprite, and cycle through them exactly as with sprite animation.

Doom's voxels are shit for anything but small items and decorations, since they're rendered very inefficiently and aren't properly affected lights.

>> No.2332235

What was the mod.
How shit was it?

>> No.2332243

Yes I was on the .org one. Its under episodes for doom 2.

>> No.2332246

POSSEST or (Classic Revival)

Think of it as a really shitty precursor to Samsara.

>> No.2332249


did not mean Revival

>> No.2332250
File: 786 KB, 1010x720, 1408315983278.png [View same] [iqdb] [saucenao] [google] [report]

Haha, jesus christ m8. Just use those jet thrusters to fly all the way across the map. But be sure to avoid those falling concrete donkeys while you're at it.

>> No.2332258
File: 47 KB, 401x455, 1398497249052.jpg [View same] [iqdb] [saucenao] [google] [report]

>Those cacodemons on the second level of Thy Flesh Consumed

Why John

>> No.2332261


> so, we have a massive modding community

The Doom modding community is massive because is easy as fuck to draw a 2D map with a pair of 64x64 textures..

>> No.2332263

For your own good, so you improve your own self.

DooM is actually one big metaphor for fighting your worst fears.

>> No.2332268

Jesus christ.

>> No.2332275
File: 798 KB, 600x505, ThyFleshConsumed.gif [View same] [iqdb] [saucenao] [google] [report]


> Brutal Doom
> Black Metal
> Thy Flesh Consumed
> E4M1
> walking out the first room
> mfw

>> No.2332279


L-Looks f-fun..

>> No.2332290
File: 35 KB, 924x492, DoomNukem's Rifle Edit.png [View same] [iqdb] [saucenao] [google] [report]

Quick question, amber or green? I've decided to stick with DoomNukem's rifle this time. I quite like the wide view of the holographic sight as opposed to plain irons.

>> No.2332293

I like orange better
There was one that was pretty, like cyan or light blue too

>> No.2332295

While I personally find it more visually interesting, it does tend to blend with Doom's naturally brownish backdrops.

>> No.2332297

Yeah that's what I was thinking too.

>> No.2332303

neon purple

>> No.2332304

Oh shit, maybe I could have it cycle colors if you taunt while zoomed.

>> No.2332306

especially if you have a laser dot that takes the same color

>> No.2332307

or maybe you could just have it flash a load of different colours rapidly, and play techno music

>> No.2332309

or maybe have it detect the color you're using for the crosshair and use this one

>> No.2332319

BRILLIANT! It should play this:


>> No.2332323 [SPOILER] 
File: 710 KB, 1366x768, 1428406810617.png [View same] [iqdb] [saucenao] [google] [report]

So Terry Wad Archive is making a wad contest

>> No.2332334


Bomber knights, anyone?

>> No.2332345
File: 157 KB, 1366x768, 2015-04-07_00001.jpg [View same] [iqdb] [saucenao] [google] [report]

>not having this as the reticule

It's a good idea to have a color that just plain sticks out imo.

>> No.2332359

Funnily enough, the wikia still has that bland pos Prayers of Armageddon on their megawad page. .org removed it years ago.

>> No.2332382

>run forward

There's your problem.

>> No.2332390

that is cool. but a little dark, perhaps...? i think the explosions need to light up.

also, if that's still the test level shivers or whoever made for you, it's becoming very elaborate!

>> No.2332396


That's hellbound actually. But yeah I should probably add bright to the explosions. my bad

>> No.2332460
File: 74 KB, 1020x759, tfw-dominos.jpg [View same] [iqdb] [saucenao] [google] [report]

>Terry Wad Archive
>terry wad
>an archive for them

>> No.2332467

>only two mouse buttons
>use one of them for moving forward
What, why?

>> No.2332617
File: 866 KB, 1366x768, Screenshot_Doom_20150406_215456.png [View same] [iqdb] [saucenao] [google] [report]

neva change romero

>> No.2332753

xweapons a shit

>> No.2332756

>playing Payday 2

>> No.2332764

Believe it or not, the rooty tooty shooty bits are actually really good. Not like, "full price" good, but "getting it free from a friend" good.

>> No.2332774

what weapon mod is that?

>> No.2332784

see >>2332753
(i think...)

>> No.2332790

There are 2 TNT projects?

>> No.2332793

three if you count final dtwid

>> No.2332837
File: 322 KB, 640x480, Screenshot_Doom_20150407_194641.png [View same] [iqdb] [saucenao] [google] [report]

R8 my screenie, m80

>> No.2332840

bring me a flashlight sarge i can't see shit / 10

>> No.2332846
File: 361 KB, 640x480, Screenshot_Doom_20150407_195406.png [View same] [iqdb] [saucenao] [google] [report]

It ain't helping shit, captain!

>> No.2332852

let me guess, you played it on cheating simulator difficulty

>> No.2332853

colored lightning <3

>> No.2332905

Got into demonsteele, how do i do the spin attack?

>> No.2332915

read the f1 help screen

or if you want the answer right away, it's shadow warrior 2013-style inputs
hold fire, double-tap a direction
spin attack is left left or right right

>> No.2332960
File: 48 KB, 435x571, WhatTheFuckAmISummoning.jpg [View same] [iqdb] [saucenao] [google] [report]


> two usable buttons, left and right, which are used for "fire" and "run forward"

> i tried the middle button / mouse wheel as altfire but found it awkward to press

Sorry for the pic, sometimes I forgot where the fuck I am...

>> No.2332968
File: 267 KB, 800x600, Screenshot_Doom_20150407_210358.png [View same] [iqdb] [saucenao] [google] [report]

Doom 3 mode.

>> No.2333013


mouse left/right - turn left/right
mouse up/down - walk forwards/backwards
mouse left - fire
mouse right - run forwards

A - move left
S - move right
D - use
alt - strafe on

i know my control scheme is a little unorthodox, but i don't see why i'm getting slated for it.

>> No.2333020

>mouse up/down - walk forwards/backwards
i suppose that should say move forwards/backwards, walk/run isn't affected by the mouse. (obviously i have always run on)

also i have Q and W as turn left and right, so strafe50 is RMB+alt+A+Q or RMB+alt+S+W as needed.

>> No.2333041

What's /DOOM/s thoughts on the DoomRetro sourceport?

>> No.2333049

It's nothing really special or worth using.

>> No.2333050
File: 84 KB, 230x234, HIIIiiiIiiiiIIIIiiiIIIIIiiiiiIIIiiisssssSSSSssssSSSSss.gif [View same] [iqdb] [saucenao] [google] [report]

100% pointless

>> No.2333057

some guy having fun learning programming making his own source port to his own specifications. nothing wrong with that, i'm doing the same.

however he markets it as the second coming of John&John, tried to ride the wave of nostalgia from doom's 20th anniversary and retro gaming in general, spams it all over social media, snidely disparages other source ports, hawks for donations constantly, and is generally a shyster, so fuck him.

>> No.2333061

>i'm doing the same.

>> No.2333063

Didn't realise it'd get so much negative response. I personally thought it'd be a good sourceport to someone who's new to Doom. With it being a bit more advanced than vanilla Doom, but less than modern ports.

Ah, I can understand disliking it if the devs a cunt. Also making you're own sourceport sounds like a cool idea. Care to share on it, or is it just something you're keeping private?

>> No.2333069

>With it being a bit more advanced than vanilla Doom, but less than modern ports.

For that, we have PRBoom+.

>> No.2333082

True, but PRBoom+ doesn't have stuff like corpse slide and coloured blood out of the box. I'm not saying that either of these features are necessary, but if it was someone new I think it'd be a lot less threatening to see these sorts of features built in without having to scout around for other WADs.

>> No.2333085

What you're looking for is PrBoom, it's actually worth a damn, instead of a sourceport with a handful of retarded gameplay features that could be made with a Decorate file for ZDoom in an hour.

>> No.2333086

thank you for your interest. it is however really just the hack/experiment of a nerd who likes to tinker. in other words there is no plan to release it. i don't want to have to support other users and i've removed a lot of things i imagine they would consider essential features (i am quite minimalist, i tend to remove anything i don't care about specifically).

>> No.2333092

heh i remember when Wrack first came out, i said, "oh that looks pretty cool, i wonder how long it'll be before someone ports it to GZDoom"

>> No.2333097

try to add voxel shading or something, that'd be awesome

>> No.2333098

Never actually, because Wrack a shit

>> No.2333104

i'm not sure how i feel about port consolidation. it seems whenever some niche port gets some desirable feature, everyone has to implement it and if you don't your port is seen as primitive and backwards. but it just means all ports end up with similar feature sets.

well i've never played it but i liked how colourful the screenshots looked.

>> No.2333108

Had cool music though.

>> No.2333123

Need some visually impressive megawads. DRPG+RLA compat a must

>> No.2333212

>do the work for you
No experience in modeling, I'm sorry that I asked a simple question about what seems like an obvious direction, cunt.

Q3 models are of sufficient detail I would assume, fitting in the aesthetic, on the other hand.... Eeeehhhhh, would have to see it in motion to make a judgement.

>> No.2333254

BTSX is one of my favourite wads, from the aesthetical point of view, but it sort of clashes with Doom RL Monsters, because Doom RL creator assumed that Spider Mastermind should be a rare sight, so he made them into extremely strong bosses, and then BTSX creator crams twenty masterminds in every level, and you have to fight twenty giant bullet-sponges armed with instakill hitscan weapons.

>> No.2333270

Can someone give me a good mappack wad that will keep me entertained for a while?

>> No.2333339
File: 90 KB, 1026x769, yes.png [View same] [iqdb] [saucenao] [google] [report]

I didn't know OS 9 emulators were a thing now, but after a nostalgia attack upon opening a old CD book I had, I figured it'd be worth trying out. My experience 10+ years ago with it didn't turn up much.

But now.

Oh yes. The sack is back.

>> No.2333347
File: 179 KB, 317x410, Shut up!.png [View same] [iqdb] [saucenao] [google] [report]

The fuck bro, I'm jealous now. I've always had problems with getting OS9 to work on emulators. Please tell me your secrets.

>> No.2333362


I used SheepShaver with the supplied NewWorld ROM and a random international 9.0.4 ISO of OS 9. I can upload the ISO if you want, and the rest can be followed through via http://emaculation.com/doku.php/sheepshaver_setup

I have a BUNCH of random old games. Beyond Mac Action Bungie Sack, I got Shadow Warrior, Age of Empires II, the Sims and all expansions, Myst, Sim City, Star Wars the Gungan Frontier, Amazon Trail 3rd Edition, The Crystal Skull, and some various educational games. If I can find a way to reliably upload these, I can do that too.

>> No.2333414

Where does Zandorum keep the game save files?

>> No.2333438


>> No.2333441

I love it, the first time I beat both games was with it.
Emulates the old style graphics (colour especially) perfectly while adding some minor changes that are pretty awesome, such as blue blood when you shoot cacodemons or blood trails when an enemy is hit,

>> No.2333442



>> No.2333443


I keep misreading GL as GF.

>> No.2333449


least i got trips

>> No.2333534
File: 85 KB, 500x462, floof lynx.jpg [View same] [iqdb] [saucenao] [google] [report]

I managed to get it to work with an ISO I remembered I'd downloaded somewhere. Thanks.

And I'd be happy if you uploaded those games somewhere too.

Please accept this as payment in the mean time.

>> No.2333538


Looks like my bosses are bosses.

>> No.2333539


It'll be awhile from now. Probably quite some time. Let me see if I can upload THE SACK though.

>> No.2333559


I have absolutely ZERO idea how to properly rip CDs and the like, I assume I can just use Daemon Tools, eh?

I'm gonna upload my Sack.iso in a few hours if I remember. Doing this gave me the idea to buy a cheap-o couple-TB hard drive and just convert all my old CDs/DVDs to images.

>> No.2333589

Wrath of Cronus got updated to 1.8A today. http://forum.zdoom.org/viewtopic.php?f=19&t=35846&start=255 Not entirely sure what got changed, my guess is bugfixing. It also has a cool Hexen texture pack with it too, for Doom.

>> No.2333605

>Not entirely sure what got changed
There is a changelog on page 1 dude.

>> No.2333672



You the real yholl?

>> No.2333680

That's a fucked up control scheme if I ever saw one.

Why people bash you for it? Because it's the source of your problem and you fail to see it.

You should consider sitting down with a bottle of whiskey and reflect on your life choices.

>> No.2333681


>> No.2333687

Here we are lads,

Mac Action Bungie Sack ISO:
Marathon Trilogy + Abuse + Pathways into the Darkness + Minotaur + Myth II Demo + Oni Preview

For OS 9 systems. Should work on early OS X versions that have good reverse compatibility, but not newer ones.


>> No.2333695

>dwmegawad club
>but the megawad is already done and criticizing it won't be productive

I really hate when people use such logic to dismiss criticism. Its like saying "don't like it, don't play it"

>> No.2333702


Did you respond to the wrong post?

>> No.2333729

Yeah. Didn't mean to quote. My mistake.

>> No.2333785

Wrack's main downfall for me, is that the enemies are boring, and barely pose a threat.

>> No.2333792

Not the guy you responded to, but you might want to read up on how models work before bringing them up in every fucking thread. Also, you're the one that seems like a cunt.

>> No.2333795

I've been in these threads since their inception, and this is literally the first time I've brought that concept up.

Go cram a broom up your ass and sweep the floor.

>> No.2333812
File: 113 KB, 500x468, 1381292337122.jpg [View same] [iqdb] [saucenao] [google] [report]


>Go cram a broom up your ass and sweep the floor.

That's beautiful

>> No.2333815

>I've been in these threads since their inception
if this was true then you should know the general answer to models in doom

>> No.2333820

>I've been in these threads since their inception
I remember the same question being asked and answered at least 3-4 times just in the last month.

>> No.2333824

Nah, last time i asked Jenova about RO's packet carnage on that very specific server he mentioned soemthing like "its the same shit that happens with Chillax" and i do not expect Russian Overkill servers to get more than 12 users. Think about it, people packeting left and right with only 5 persistent users who keep reconnecting just to shoot a yamato blast to a lost soul vs other 20 users who have megapotatos that can't handle RO.

In the end, the massive grotesque and supreme devastating power of Russian Overkill is NOTHING compared to the circus2.wad incident

>> No.2333827

Also, on top of that, i personally did the hinderburg spam with spread rune twice only because everyone else was spamming yamatos everywhere. EVERY SINGLE PERSON WHO WAS THERE DIED OF PACKETS, and then everyone simply reconnected like if nothing happened.

It's a shame TAT41 was removed and will probably stay removed in future servers because of that, i had fun hearing "I GOT A PRESENT FOR YA" 6 times at the same time

>> No.2333837


>> No.2333856

decent looking HUD for doomRLA when?

>> No.2333886

When you make it.

>> No.2333890



I dare you to reveal the cyber rift lord.

>> No.2333892

There is a death exit in map14 in HR2, you are correct.

>> No.2333901

see >>2330502

>> No.2333902
File: 12 KB, 85x109, Cyber-Riftlord Concept.png [View same] [iqdb] [saucenao] [google] [report]


WIP sprite, unfinished, needs lighting work still.
Armageddon super boss, the Cyber-Riftlord.
Makes you ded.

>> No.2333910

i wish i knew how

>> No.2333932

You don't want to look in the 32k+ line SBARINFO.

Your innocence is precious and must be preserved.

Suffice it to say, pretty much everyone who has tried has quickly gone mad and given up.

>> No.2333937
File: 269 KB, 414x412, 1371262181680.png [View same] [iqdb] [saucenao] [google] [report]

Is Nightmare a game difficulty that people pick or is it just for co-op and masochists?

I know Id playtested DOOM on Ultra Violence and thats whats recommended but holy shit do people actually play on Nightmare?

>> No.2333939

Nightmare was added as a joke difficulty when people complained that UV was too easy.

>> No.2333952

Nightmare is a gag mode

>> No.2333954

I could certainly add that to ZDoom's cross hairs as a bonus gag.

>> No.2333975

>friend has only played doom and doom2 on XBLA
>get him set up with BTSX E1 and Project MSX
>he falls in love with the game

feels good man.

>> No.2333982


>> No.2334000

Looks great!

>> No.2334027

It's pretty popular for speedruns. To increase difficulty over UV in a "fair" way, turn "fast monsters" on. It's pretty fun actually, and turns pinkies rather dangerous for once.

>> No.2334072

i showed this video to someone and he said, "why is it so laggy?"

any idea?

>> No.2334080

Looks like my edit to remove it was approved. Awesome.

>> No.2334081

3 godzillion particles every time someone shoots a gun.
This surely cannot lag at all.

>> No.2334084

that's what i thought.

either that or fraps being shitty.

>> No.2334087

>the wikia clone?

Wikia was actually the original. It was started back in 2005. The people who maintained it eventually got sick of Wikia's shitty ways, and decided to move it to its own domain back in 2011.

>> No.2334092


Maybe y'all are gone by now, but you could also just use this:


>> No.2334191

I should point out I don't pay attention much, and I participate in every third-ish thread or so.

I mean, I do still think it's a valid question. And a good effort hasn't really been made to my estimation.

>> No.2334283

>BTSX is one of my favourite wads, from the aesthetical point of view, but it sort of clashes with Doom RL Monsters, because Doom RL creator assumed that Spider Mastermind should be a rare sight, so he made them into extremely strong bosses, and then BTSX creator crams twenty masterminds in every level, and you have to fight twenty giant bullet-sponges armed with instakill hitscan weapons.

This is my favorite part of working on BTSX. Shoving all those Spider Masterminds into every level.

>> No.2334324

are there any plans to put more health at the start of e2m10? it is such a frustrating map to play.

>> No.2334332

Whens the final version of E1 coming?

>> No.2334337

the previous answer was "when essel finishes megatexturing <some level>", i believe.

>> No.2334343

That's still the answer. The level is Navigating Flood Regions.

>> No.2334352

i swear ive seen that exact cyberdemon on realm667

>> No.2334359

I see. Hopefully he gets to finishing that soon. I've been holding off on doing a playthrough for quite some time now.

>> No.2334375

How complete would you say E2 is?

>> No.2334392
File: 11 KB, 1540x534, sawgd0.png [View same] [iqdb] [saucenao] [google] [report]

the weird things prboom does when it loads sprites

>> No.2334405
File: 7 KB, 320x240, 1428512801.png [View same] [iqdb] [saucenao] [google] [report]

probably why there's a brown line on the chainsaw

>> No.2334408
File: 11 KB, 1540x534, sawgd1.png [View same] [iqdb] [saucenao] [google] [report]

so let's fiddle with it

>> No.2334410

PrBoom really needs to fix its software renderer. Weapons have artifacts on them on most resolutions. Most noticable on the chaingun fire and chainsaw.

>> No.2334416
File: 7 KB, 320x240, 1428513050.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2334448
File: 3 KB, 250x140, DarkCardinal.png [View same] [iqdb] [saucenao] [google] [report]

Close. It looks like it's based on the Dark Cardinal.

>> No.2334474
File: 310 KB, 318x180, BEES.gif [View same] [iqdb] [saucenao] [google] [report]


Colorful Doom in a nutshell.

>> No.2334484


I dont get it. Whats Colorful Doom?

>> No.2334490
File: 15 KB, 177x271, spoonfeeding.jpg [View same] [iqdb] [saucenao] [google] [report]

Colorful Doom is bees.

>> No.2334504

What's the best Doom engine for single player? Why?

>> No.2334514


L I T E R A L L Y no best

You can use PrBoom+ for your classic gameplay needs
And ZDoom if you want to play single-player mods

>> No.2334515

>BTSX creator crams twenty masterminds in every level
We must have played different wads. My BTSX has several masterminds on Map07, Metal Mothers, and... well I can't remember any others but I'm sure there are a handful somewhere.

>> No.2334516

ZDoom/GZDoom if you like mods. Why? Because it supports the most mods.
PRBoom+ if you like the classic experience. Why? Because it offers the classic experience with some extra options and supports a massive variety of maps.

>> No.2334519

how soon till we can get either
>smooth weapon and/or monster animations in Doom 64ex
>Doom 64 monsters in Smooth Doom
can anyone explain why we cant use the smooth doom 64 weapon animations in doom 64ex?

>> No.2334526

Oh you cheeky fuck you! It will probably be complete sometime in the 22nd century.

>> No.2334528

>we will get to the real Saturn before E2

>> No.2334529

imo mouseturning + autoaim is way easier than mouselook without autoaim

>> No.2334530
File: 223 KB, 176x270, 1428516925.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2334536

thats actually the best doom model ive ever seen

>> No.2334537

because doom64ex is a completely different source port that uses an entirely different language/modding system than smooth doom

>> No.2334543

so why is it so hard to transfer the animations?

>> No.2334546

By mods, you mean gameplay mods? I can play custom wads on PRBoom+?

>> No.2334553

E2 is released you can see it. It's just not "complete" since a some whole maps are changing. I'm remaking E2M20 and the end map is a place holder.

>> No.2334561


>> No.2334571

you didn't answer my question about e2m10

>> No.2334581
File: 2.08 MB, 640x480, e1m4.webm [View same] [iqdb] [saucenao] [google] [report]

cool, first time i've ever had this jump go first time!

>> No.2334584

we're moving all the health to the exit room

>> No.2334603

oh well, thanks for your time.

>> No.2334605

But I can't mouselook?

>> No.2334616


...Because they were coded in using an entirely different language.
You might as well be asking why we can't port the smooth animations to Chocolate Doom.

>> No.2334618

in pr+, you can look up and down, but you can't aim up and down.

>> No.2334654

demonsteele has a v0.82 release, a maintenance build to upgrade for zandro 2.0

>> No.2334689

>more health at the start of e2m10
Is this a joke? I just fired up e2m10 and there are multiple medkits scattered around, and even a berserk if you want a full restore to 100%.

The last time I watched a Doom speedrun, the runner did the jump over the slime to that teeny ledge that lets you get the yellow key without going through the maze. Is that trick obsolete? Seems like the trick you're doing makes the level very straightforward.

>> No.2334706

... Did you know that you can extract frames then put them into DECORATE, no matter how original was codded?

>> No.2334720

Do that with doom64ex then
Go on

You won't get very far

>> No.2334729

>Is this a joke?
no, i find the map very frustrating and unforgiving of mistakes. e.g. at the start you are given a berserk, then jumped by several skeletons, whilst having to hide from chaingunners, and an archvile. later there's a place that traps you in an almost cover-free area with two archviles, a bunch more chaingunners, and arachnotrons. i find myself lucky to survive to the blue door, and that's like, a third of the map. it's quite obnoxious, and turning down the skill level hardly helps at all.

>> No.2334736
File: 2.45 MB, 640x480, e1m4.webm [View same] [iqdb] [saucenao] [google] [report]

>Is that trick obsolete?
i think the current compet-n UV speed record for E1M4 uses the exit jump. but the ledge jump to yellow key is a lot easier to do than strafe50ing across a 192-wide gap, and you don't lose a great deal of time, so it might be favoured in episode runs, i don't know.


>> No.2334742


>not making a brand new head and gun for the supreme lord of cybers

Know it's WIP, but something to think about

>> No.2334748


Good luck with the rest of the frames

>> No.2334753


Okay, so it is you.

Also immediately die in a fire for making those hellstorm elementals.

>> No.2334761

Cool, thanks. Yeah, I think I was watching a live speedrun of the entire episode, so it's probably a tradeoff for consistency.

>> No.2334767

What are some good atmospheric wads?

>> No.2334769

e2m4 redux

>> No.2334776


monster hunter ltd
mayan mishap
hell ground

>> No.2334778

Mayan Mishap

>> No.2334803

Unloved is GOAT
Asylum of the wretched is pretty good too.

>> No.2334806

equinox, although its gameplay can be annoying

>> No.2334808
File: 36 KB, 300x100, 83.jpg [View same] [iqdb] [saucenao] [google] [report]

Brutal Gmota When

>> No.2334852


When you make it.

>> No.2334853
File: 1.07 MB, 1920x1080, spasm0022.jpg [View same] [iqdb] [saucenao] [google] [report]

Who's excited for the upcoming Map Jam 5 from the Quake mappers?

>> No.2334858
File: 367 KB, 1920x1080, 2014-08-03_00012.jpg [View same] [iqdb] [saucenao] [google] [report]

Hell yes.
Although nothing yet seems to be able to top Map Jam 2. The overall quality of those maps was pretty amazing. (save for one I think)

>> No.2334869

dear god where are these maps?

>> No.2334882

heh. i don't really want it, i just got that banner, my brain made the obvious connection, and i was amused enough to post. gmota is way too comfy for all that blood and swearing anyway.

>> No.2334891

yeah they look super nice, that dusty white cyan is delightful, especially with the contrast of the occasional yellow bits.

>> No.2334894

You're not a man until you pistolstart Episode 4 on UV

>> No.2334898
File: 553 KB, 2560x1440, 2014-08-03_00004.jpg [View same] [iqdb] [saucenao] [google] [report]

Skip cocerello's map, but the rest are absolute top-notch.

>> No.2334902
File: 65 KB, 640x480, Screenshot_Doom_20130404_164646.png [View same] [iqdb] [saucenao] [google] [report]

I'm having trouble finding ColorfulHell. Google and the archives got me nothing.

>> No.2334908

meh, IKSPQ clones

>> No.2334909

Thank you for taking the time to play each and every map from start to finish before giving your verdict.

>> No.2334917
File: 69 KB, 640x480, 1365115916395.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2334921

The limey spelling.
It's weird to see someone reposting that screenshot.

>> No.2334950



that's a first, how is it comfy?

>> No.2334962

Isn't that supposed to read "EAGER BEAVER," the name of the chainsaw? I don't think those are rendering artifacts.

>> No.2334976

Look at the top line of pixels on the chainsaw itself.

>> No.2335179

Not him, but:
>absolutely no worries about non-item-crash ammo
>health up to 100 is almost as easy to get too
>you literally cannot run out of strong, AoE ranged atks
>every weapon is damn effective against everything, punching high tier enemies to death is pretty easy except maybe the cyberdemon
>no enemy replacements are of the FUCK YOU kind (compare wonky revenants with the blackened from donut steele or DRLA's the hungry and telefrag elemental)
>near invulnerability on demand after the first BFG

The only thing that isnt comfy as fuck about GMOTA right now is the loss of POW.

>> No.2335181


Hm... Might be a little too easy then. But I don't really want to change anything about GMOTA.

>> No.2335202


>Telefrag elemental

oh god.


>Sucked into the attack

>> No.2335286

Doom fans, what are your opinions on Hexen?

>> No.2335292


Cool sprites, love the gothic atmosphere, I love the three playable heroes and their unique armory.

hate the goddamn switchflicking puzzles and centaurs bring things down

>> No.2335385

I only found the map hard after the yellow key door, personally.

>> No.2335391


been thinking about this, and really I should look into making GMOTA have a little more teeth to it. I mean fuck that's the whole reason -why- I've been adding custom monsters

>> No.2335397

Honestly, I think the only changes that'd be necessary is to remove the healing on the powered gauntlet and nerf the splash on the charge shot. Having on-demand healing does terrible things to balance. Having on-demand wide AOE with no risk of self-damage does terrible things to game flow.

>> No.2335401


yeah... The lifedrain shots were there since day one though. It was kind of a core mechanic of GMOTA before it even became the massive beast you see today.

I can nerf the charge shot a little though

>> No.2335406

>yeah... The lifedrain shots were there since day one though.
they were there from day one because you didn't know of a better way to do it
people were complaining and you went "uhhhhhh fuck well here have an out"

now that you're more experienced, more familiar, you know that this is a bad idea
it's unintuitive, it breaks balance, and there's no way to reasonably justify it

but you know that if you remove it, people will be after your fucking ballsack

can't say i envy your position, mate

>> No.2335410

He could always make them only heal on skill 1.

>> No.2335416

>they were there from day one because you didn't know of a better way to do it

No man, like before I even made GMOTA a thing, the idea was to have 4 weapons. The first two weapons were supposed to give you ammo for the second two. Then the third weapon gives you HP on hit, and the fourth weapon was SUPPOSED to give you armor, though that never came to pass.

I could always make it so the lifedrain shots stop working past like, 50% HP. The problem would be conveying this. If I were to remove the lifedrain entirely, I'd probably make a few health pickups (drumsticks and milk jugs) drop from a few other monsters

>> No.2335427

>Then the third weapon gives you HP on hit, and the fourth weapon was SUPPOSED to give you armor, though that never came to pass.
Hell, just making it give you armor instead of health would fix it. You'd be able to bulk up, but not infinitely replenish yourself.

>> No.2335428

>kegan in charge of a consistent design

nah just giving you shit

>> No.2335439

Advantage of having lifedrain:
>Blaz is able to fuel his close range style even if healing isn't common

Disadvantage of having lifedrain:
>Blaz is really powerful at range so a player could just stay away and enjoy the delicious life meter

>> No.2335445


see and that's the thing, blaz was never meant to be good with ranged attacks, hell in GMOTA's early days the wand actually had a limited range.

What if instead, I grant the lifedrain effects to the power sword's attack? That'd further reward melee usage.

>> No.2335447

Sounds good.

>> No.2335450

I'd be all in favor of this.

Would you be able to face the butthurt?

>> No.2335452

Turn lifedrain shots into limited range shots
Put a short range on the charge buster

Power sword having healing power slashes actually gives the slash a good purpose and a use for meter outside of Shining Knight.

>> No.2335454

please do not stick your face near butts

>> No.2335457


Seeing as I'm not truly removing the healing ability but just repurposing it, yes.


I could prolly make the spiral shots have drop off after falling a set distance and remove their healing ability, and make the two charged buster attacks fade out after a set distance. With those tweaks it'd limit Blaz's ranged capabilities a little but not render them completely useless.

>> No.2335460
File: 20 KB, 994x1462, WIPWIEWIG.png [View same] [iqdb] [saucenao] [google] [report]

Post 'em.

>> No.2335465

Nah, just have hope that GMOTA_Guy stops being a noodlebrain and makes the monsters a lot more threatening than just nerfing [WRONGLY] the item crash weapons

>> No.2335467


I'm not nerfing item crashes. in fact I buffed the shit out of the dagger crash.

No, the monsters need to be better at making you dead, some might need to be a little tougher too.

>> No.2335468
File: 5 KB, 170x236, mmmngh.png [View same] [iqdb] [saucenao] [google] [report]


and I'm not a noodlebrain, you stop that

>> No.2335476

>that's a first, how is it comfy?
original idiot here, for me i think it's those old school sound effects, or the graphics where everything is brightly coloured, floats around, and has a black outline like in a cartoon. there's no masses of gore, screaming, and FUCK YO'SELFness, the contrast being why i thought >>2334808 was an amusing post in the first place.

>> No.2335481

i'm envious of your skills then i guess.
were you playing pistols or continuous?

>> No.2335503
File: 987 KB, 1030x1462, reelism.png [View same] [iqdb] [saucenao] [google] [report]

Here's an old one but whatever

>> No.2335510

Pistol started.

>> No.2335514

You know what could be a better idea for the monsters?
Make them move faster or pull a Chess and make every monster have its own special gimmick

Archers: Multi shot Enemy. make them have more than 2 types of arrows with different effects. You could give him 2 new arrows, Blue is an Ice shot, slows you down for half second and Purple is poison, it makes you take small damage for 3 seconds so he has a bit more variety.
Steel Dukes: Close Quarters Enemy. Perfect shotgunner replacer, no suggestions
Black Vipers: Rapid Fire Enemy. 2 ideas for this guy, make them throw greanades and/or make them charge a powered bullet shot that goes faster and hits harder.
Hollow Steel Armors: Tank Melee Enemy. Make them hit like a truck and hold more attacks because they die like at 6 slashes on UV.
Imp Skirmisher:Projectile Enemy. Give his shield more love, instead of making him rise his shield, make him THROW his shield in pain-state and make his projectiles be flaming because Imps are known as "that enemy that throws you fire"
Wyvern: Flying Enemy. No issue with this guy besides a lack of a melee attack. They are a good reference to Project MSX.
Chaos Revenant: Spooky Enemy. Give this guy a seriously agitating homing projectile attack because caged revenants are a thing and this guy can't do anything in a cage.
Mage Gunner: Turret-like Enemy. Make this guy a bigger bitch, more health or more projectiles when doing his rapid fire attack.

This is only for the already exiting enemies because i am sure you have nice ideas for the new monsters, i am not suggesting anything for them. I just wish that you could out-do Terminus when it comes in the side of "Making Dickish monsters". Go ahead and think how to make an enemy that is superior to the Blackened without replacing a monster that is usually one of the most agitating enemies.

>> No.2335529

>I just wish that you could out-do Terminus when it comes in the side of "Making Dickish monsters".

I could quite easily help him make absolutely dickish stuff. I've got an entire list here of infuriating little tactics and possibilities.
My personal favorite is giving Centaur shields to the Revenants.

Though while Hae-Lin has the token health system to soak up the nastiness, Blaz is relatively more straightforward with traditional health, and so most of the dick moves probably wouldn't be as soak-able.

>> No.2335531
File: 596 KB, 994x1462, fuckingyholl.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2335536

I got the perfect solution for token health, Hae-Lin is pushed in pain-state

>> No.2335558

then my hat goes off to you. please record a demo if you can, so i can see how best to approach the map.

>> No.2335563

>My personal favorite is giving Centaur shields to the Revenants.
No see this isn't even dickish, this is just making it not fun.

Demonsteele's dickish enemies are a nuisance but they aren't really unfun to fight.

It's important that they are enjoyable to fight even if they're a complete cunt of an enemy.
Your enemies are fun by the way, I am only saying that just making things unfun isn't really the right way to make dickish enemies

>> No.2335572
File: 17 KB, 241x230, 1409713450355.png [View same] [iqdb] [saucenao] [google] [report]


Those are some pretty cool ideas anon, and you've given me a lot to think about AND work with. Lemme address a few though

I love that archer idea, I'm definitely digging the thought of giving those bastards some debuff attacks rather than just "this arrow hits you harder than the other"

I like imps lobbing maces and javelins, but how about at critical HP they can throw fire attacks that leave lingering flames that do minor, annoying damage?

Though I'm not gonna increase living armor HP, those guys are built like brick shithouses as is, seeing as they're pinkie demon replacements I shudder to think how much of a slog it'd be trying to kill a lot of those guys with MORE HP for the other two heroes.

Also I did actually give Chaos revenants a homing boner attack, I might make it more frequent though

More projectiles for the mage gunner, I can do that

Thanks man, you're pretty great

>> No.2335574
File: 1.69 MB, 1030x1462, prettymuf.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2335592
File: 18 KB, 512x384, 1427778004287.jpg [View same] [iqdb] [saucenao] [google] [report]

>Giving a shield to chaos revenants somehow is unfun
Belive me that in GMOTA, that would be dickish and not unfun. You wanna see something unfun?
MSX Badass monsters addons's Shield soldiers. THEY LITERALLY SURVIVE A SUPER CHARGED GREANADE. This is where things go unfun, when something goes out of its rank and traits. With GMOTA, a POW'd Earthshaker could deal with those shielded Revenants because in this case, they could stay on their rank instead of being unfun and going IDDQD when they have their shield.

You don't know what is unfun when you play MSX badass addon or to a bigger extent, DoomRLA's Armageddon difficulty.

>> No.2335597

>I love that archer idea, I'm definitely digging the thought of giving those bastards some debuff attacks rather than just "this arrow hits you harder than the other"
I also tought in making them have an explosive arrow and an electric arrow that stuns you but these would go out of the Archer's rank and traits [The explosive arrow could be a rare attack or something he does when he's at low HP though].

>I like imps lobbing maces and javelins, but how about at critical HP they can throw fire attacks that leave lingering flames that do minor, annoying damage?
This sounds good but i still think the shield should play a role on the Imps, but i am sure that the shield is a placeholder.

>Though I'm not gonna increase living armor HP, those guys are built like brick shithouses as is, seeing as they're pinkie demon replacements I shudder to think how much of a slog it'd be trying to kill a lot of those guys with MORE HP for the other two heroes.
Then make them hit harder because they do pathetic damage, just buff their damage for like... 10 or 15%

>Also I did actually give Chaos revenants a homing boner attack, I might make it more frequent though
>More projectiles for the mage gunner, I can do that
Now this is actual progress.

>> No.2335602

>This sounds good but i still think the shield should play a role on the Imps, but i am sure that the shield is a placeholder.

Honestly if I could get a set of imp warlord sprites with no shield, I'd use them.

I can totally buff the living armor's attack though.

>> No.2335608


>Armageddon is hard as balls, take your genitals to a disk grinder

>Find out there's going to be even HARDER monsters for it

>The nightmare cybie we have is literally babbytier in comparison


>> No.2335613

Nightmare Cyberdemon, the monster that launchers you BIG LASERS [for you] is going to be NOTHING compared to Armageddon's Cyberdemon, and knowing Yholl, The spider mastermind will be worse

>> No.2335615
File: 1006 KB, 994x1462, GMOTA.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2335617


I don't get it

>> No.2335621

dont think about it to hard

>> No.2335626

I play MSX ONLY with Badass monsters because except for the shield guys I really like the new additions

>> No.2335627

It cleans up very well

>> No.2335629

>You don't know what is unfun when you play MSX badass addon or to a bigger extent, DoomRLA's Armageddon difficulty.

Care to explain how it is unfun?

Not entirely true. There are actually two versions of the Mastermind and Cyberdemon for Armageddon, one of which is super rare and murderkilly.
A Nightmare Cyberdemon will still be quite vicious, just slightly less so in comparison.

>> No.2335638


Nightmare cyberdemon browns a lot of pants.

I take it Cyber/Nightmare Cyber MK2 is the cycloid-cyberdemon torso chaingun cyber?

>> No.2335639


Hey yholl, what about a Reconstructed Cyber?

Inspired by this image.

s24 postimg org/4x3byenad/cyberdemon2.png

>> No.2335641


Hey yholl, can you toss me the unmodified stock fatso and revenant sounds that the magmacubus and the armageddon revenant use?

I think I can toss some new sounds together for them real quick.

>> No.2335648

Yeah, but it won't have the chaingun torso. Turns out both Term and I were working towards almost identical things for quite some time, haha, so I'm hoping to alter my design a bit.
Maybe some shoulder missile pods or something?

Something like that would be an absolute nightmare to create, you'd need someone Eriance level to make that. Even thinking about the rotations makes me cringe.

Wait what i am confus

Here, I guess? https://www.dropbox.com/s/pbw6cctoleye0wr/pk_doom_sfx_20120224.7z?dl=1

>> No.2335650

>Care to explain how it is unfun?
Where do i even begin..?
How the fuck do you win at this?
Either you get drones or they blast you to pieces, it always ends in no escape from the Revenihilator, fighting 12 of them is horror
>Hellstorm Elemental
>"Player got telefragged"
It doesn't matter what kind of armor you have or how badass you are, its impossible to survive this attack.
NOPE.avi. They are Tanky, fast and they also have a chaingun.

And having to fight Nightmare cybs all the time is just the cherry on the top. Armageddon is no fun and DoomRPG makes this worse with "LOL 1 MONSTER ONLY ROUND, YOU GONNA FIGHT ONLY HUNGRIES." This happened to me
RLA Armageddon is unfun, but its unfun in the best way possible, being 200% dickish. The idea of a Pain elemental that makes a blackhole that telefrags you is the worst torture someone can get but at the same time the best idea ever. Beating TNT:Evilution in armageddon was an achievment for me i will never do it again.

>> No.2335651

hey yholl can i be your 1.0 bugtester and by that i mean can i play it before everyone else

>> No.2335653
File: 635 KB, 750x760, 99.png [View same] [iqdb] [saucenao] [google] [report]

>Maybe some shoulder missile pods or something?
You could try making something like pic related but as a Cyberdemon
>Shoulder missiles
>Dual Mortars
>Bigger Missiles

>> No.2335657

>cyberdemon with a bigass jet on his forehead
please do

>> No.2335658

Let's see...

Make sure drones don't activate, give their shots a wide berth.
Shoot them. They have 10 health.
>Hellstorm Elemental
Don't stand in the way of his shots. They aren't exactly fast.
Don't shoot them. They get angry.

Armageddon is quite fun, just not for you, basically. Which is perfectly fine, this difficulty is for people that want ohgoddie, or to make easier mapsets still fun in Coop etc.

All Armageddon enemies are pretty easy to deal with once you learn their behaviour.

only if you make me pretty things

>> No.2335660

sounds kinky

>> No.2335664
File: 1.97 MB, 1442x1370, MSX.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2335679


I say keep the torso chaingun and add rocketpods.

What's wrong with a torso chaingun? Who says two people can't both have torso chainguns?

Replace the entire damn head with a weapon-face hybrid then, ala the makron.

>> No.2335681

Haha, that's not a bad idea, I will have to see what we can do.

Either way, it'll be quite a while before he gets done.

>> No.2335685


I wouldn't mind bugtesting.

Nobody likes bad bugs.


I mean the ones that aren't modified specifically.

Would be better if they were in non-doom-file format so I can run my modifications to the sounds easier.

>> No.2335686


Well hey, don't get too ahead of yourself.

Gun hoses are also cool.

>> No.2335687


Disregard, Figured out how to get it out of slade. God I'm dumb.

>> No.2335701


Tried to modify the mancubus see sound for the magmacubus, but I don't know where to go from here.


>> No.2335704

someone should try fucking around with random animal noises
maybe a reversed and slowed down cat screech would be demonic enough to fit in

>> No.2335709

And the music, too.
Seconding Hell Ground.

>> No.2335713

Oh man that map. So good.

>> No.2335730


I fiddled around with the mancubus's and that's literally what it is.

It's a modified tiger/lion roar

>> No.2335773

>play chillax
>literally rips off slaughtermaps from other wads, and mindlessly adds in even more monsters.

>> No.2335781

pretty much. chillax's flagrant discard of anything remotely resembling game balance has been widely noted, especially by the original authors of the maps which it purloins.

>> No.2335856
File: 2.67 MB, 640x360, gzdoom 2015-04-09 09-28-42-121.avi.webm [View same] [iqdb] [saucenao] [google] [report]

Penetration is a fun mechanic.

>> No.2335878 [DELETED] 

Reminder that the Doom community is cancer.

>> No.2335886
File: 92 KB, 720x537, 1422794334484.jpg [View same] [iqdb] [saucenao] [google] [report]


Heheh, you said mechanic

>> No.2335906

Seems a bit op for a rapidfire weapon to have penetration.

>> No.2335929

>What if instead, I grant the lifedrain effects to the power sword's attack?
That is a great idea, but powered attacks are already a gigantic waste of mana compared to sword throw followed by a shinning knight instead of reload. This would make people even less willing to touch it unless they have under 100 hp.
IMO it would be better if it either healed up just a little but up to 200 or if it filled your armor if you have 100 health already.
Enemies should drop less full armors regardless though. The amulet of warding never saw use even when we could hold several of them because every other mook hands you a golden armor.

>> No.2335931



>> No.2335983

How would making something stronger make people less likely to use it?

>> No.2336013

>unless they have under 100 hp

>> No.2336016


so literally 90% of the time

>> No.2336020

Again, how does ADDING AN ABILITY decrease the chance of using something?

>> No.2336059

BECAUSE SAID ABILITY IS WASTED if you dont need healing, as it does not overheal past 100.
I didnt say it would be used less OVERALL, just over 100 hp, because it would be even more of a waste to use it then.
I honestly dont see what is so hard to understand about this.

>> No.2336084

With melee, sure, but Blaz is pretty much unkillable at range.
If you only use the arm cannon + draining bolas you should be at full health like 90% of the time unless you're getting hit nonstop.

>> No.2336095

>draining bolas

think for a minute, anon
there is a serious flaw in the scenario you're proposing

>> No.2336120

You can still rack up energy with spear/knife and only get near weak enemies for the draining slash.

Obviously more balanced but still nowhere near being at full health only one tenth of the time.

>> No.2336130

Threshold of Pain and of course Unloved

>> No.2336135

GMOTA sucks

>> No.2336157



>> No.2336237


That's sort of the entire point, and where Chillax 2 fucks up.

Chillax 2 is not a chillax sequel. It's pretending to be.

Chillax steals maps and stuffs it full of monsters. That's the entire point. and the reasoning for a name.

>> No.2338142

I hope senpai notices me.

Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.